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1 | - | === TheNightingale's Guide to Research and Development - /tg/station13, accurate as of 04/04/2015. Use and improve at will. === |
1 | + | === TheNightingale's Guide to Research and Development - /tg/station13 === |
2 | ||
3 | Hey. I'm Cadence Meme, Research Director aboard SS13, and I'm going to teach you how to do R&D properly. | |
4 | - | Well, not properly-properly, but I'm going to teach you how to do R&D. It helps if you're the RD (for easy intelliCard and AI module access), but it's not necessary. |
4 | + | Well, not properly-properly, but I'm going to teach you how to do R&D - without using the RD's intelliCard, and with minimal reliance on other Science subdepartments. |
5 | ||
6 | - | === PART 1 === |
6 | + | First, go to Robotics and pick up a flash and a health analyzer. Then visit the Testing Lab, if your station has it, and take a sheet of plasma. If not, go to Xenobiology for a plasma sheet. Then go back to your lab, and find a blue toolbox. Take the screwdriver, use it on the welder, then pocket it for later. Make two metal rods with a sheet of metal, then use one rod on the welder to make a flamethrower. With the other rod, use it on some cable restraints (made from a cable coil) and then add wirecutters to make a stunprod. |
7 | - | From R&D, take the stack of metal and make two metal rods out of it. Done? Good. |
7 | + | Put the health analyzer in the Deconstructive Analyzer (DA), go to the console's DA menu, and press Deconstruct Item. This is known as 'deconstructing' or simply 'deconning' something. Good work. Do the same with the flamethrower, and then the stunprod. |
8 | - | Now a toolbox. Take the screwdriver and use it on the welding tool, then use rods on the welding tool. You have a flamethrower. |
8 | + | Next, take a capacitor from around the lab (there will be a few on a table), a high-capacity power cell, and a micro-manipulator. Decon them in that order; capacitor, cell, micro-manip. Take a wrench from the toolbox you used and decon that too. Now go to the console again, but this time to the Protolathe menu. From 'Stock Parts' (or just type it in the search bar), make an advanced capacitor and a nano-manipulator. Deconstruct them both, and then make a tracking beacon. Decon this as well, and then your plasma sheet. Print off a welding gas mask from the Protolathe's equipment menu, and deconstruct it. Now take the glass and metal stacks, and put 10 to 15 sheets of glass in the Circuit Imprinter, and the rest in the Protolathe. Put all the metal you can in the Protolathe too, but make sure you have some left for later. Now put the beaker of sulphuric acid into the Circuit Imprinter (don't spill the acid), and go to the console's Circuit Imprinter menu. Print and deconstruct a Sleeper board, and then print a portable chem dispenser board. Don't deconstruct it! Build one. Use five sheets of metal to make a machine frame, add cables and the board, and then add a power cell (from around the lab), a capacitor, two matter bins, a manipulator and a console screen. Screwdriver the frame to complete it. By putting a beaker in here, you can fill it with sulphuric acid for your Circuit Imprinter. Do this now. |
9 | - | Stash it in your backpack for now, and then with a cable coil, make one pair of cable restraints. Use the rod on the restraints to make a wired rod, then attach wirecutters to it to make a stunprod (no cell necessary!). |
9 | + | Now print another portable chem dispenser board, and deconstruct this one. This gives you enough research to have super matter bins and pico-manipulators; build ten of each, as well as a Rapid Part Exchange Device (RPED), a super-capacity power cell, an advanced scanning module and an advanced capacitor. Click them all with your RPED to load them, then screwdriver each of your machines, including the portable dispenser (except the console) and use the RPED on them. This upgrades them with better parts, so they work better. Relink the machines in Settinges --> Device Linkage Menu, and print and decon another advanced scanning module. In the Circuit Imprinter menu, print a teleporter console board and two Durand weapons and targeting control module boards. Deconstruct all three. Sync your machines in the Settings menu ('Sync Database with Network'), and ask Robotics to give you a mech syringe gun. Deconstruct it, and then two super-capacity power cells and a super matter bin. |
10 | - | Take the analyser, then deconstruct it, then the flamethrower, and then the stunprod. |
10 | + | |
11 | - | Put around five to ten sheets of glass into the circuit imprinter, and then the rest into the Protolathe. Put all the metal you can into the lathe now. |
11 | + | The guide splits in two here, depending on if you have miners or not. |
12 | - | Deconstruct a standard capacitor (from the R&D lab, or the Protolathe), two high-cap power cells, and a micro-manipulator. |
12 | + | If you do, deconstruct a diamond sheet, then two bluespace crystals. Put some uranium, gold and silver in the Protolathe, then build some ultra-lasers and a phasic scanning module. Upgrade the DA with them and your RPED. Deconstruct an ultra-laser, then a hyper-capacity power cell. Finally, go to the Teleporter Room and dismantle the teleporter hub (screwdriver then crowbar). Take and deconstruct its board - but remember to replace it afterwards. |
13 | - | Next, to start off your bluespace adventure, a tracking beacon. It gets better later on. |
13 | + | |
14 | - | Either ask the RD for their pAI, take one from the foyer, or make your own - deconstruct it. |
14 | + | If you don't have miners, ask the AI for either their Paladin module, their Purge module or their OneHuman module. Deconstruct it, and then sync to the server and deconstruct a wormhole generator from Robotics. Take apart two teleporter hubs (the Teleporter Room and the AI Satellite each have a hub) and deconstruct the boards - again, replace them afterwards. |
15 | - | Next (and this is where you actually need those materials you put in the Protolathe), two mining drills. |
15 | + | |
16 | - | Use the circuit imprinter menu now, and print an exosuit fabricator board. |
16 | + | Finally, ask Cargo for a crate of combat shotguns, and deconstruct one for Combat 6. If you can find an illegal item (such as a suspicious-looking toolbox), deconstruct it for Illegal 2. For Illegal 3, you can either deconstruct another illegal item, or put a sheet of diamond into the Circuit Imprinter and make and deconstruct a TYRANT module. |
17 | - | Back to the Protolathe menu - an Advanced Matter Bin. |
17 | + | |
18 | - | Your last step for now is to get an intelliCard (the RD's, preferably, but Tech Storage and the Bridge each have one) and deconstruct it. |
18 | + | And that's it! You've finished Research and Development for this shift. Send a message to Central telling them how well you did, take your RPED and a lot of parts, and upgrade Robotics' exosuit fabricators, Medical's sleepers, cryo tubes, freezer, DNA scanners and cloning pod, the Kitchen's microwaves, and Cargo's autolathe. |
19 | - | Build a Rapid Part Exchange Device (RPED) from the Stock Parts menu, and ten super matter bins and pico-manipulators. |
19 | + | |
20 | - | Screwdriver each of your machines in the lab (not the console) and use the RPED on them to upgrade the parts. Keep the RPED handy. |
20 | + | There are a few items you can find that will raise your numbers even higher, but don't count on it. Adminspawn-only mecha teleporters are Bluespace 11 (ask Central nicely). An alien brain (from any player-controlled non-larva alien) rewards you with Biotech 8. Adminspawn-only mech pulse rifles are enough for Combat 7. A C20r SMG, should you manage to find one, will give you Illegal 9, but the less rare Syndicate beacons (bomb and singularity) reward Illegal 8. Pyroclastic anomaly cores are sufficient to give you Plasma 6. With all of these, you'll need to find multiple to reach the maximum level, and they don't actually unlock anything new. But either way, well done. |
21 | - | Back to the console. Go to the settings, then make sure to relink the machines, since unscrewing them unlinked them. While you're here, sync to the Research server. |
21 | + | |
22 | === THE SHORT VERSION === | |
23 | - | === PART 1 ENDS === |
23 | + | |
24 | - | Summary (with your new levels): |
24 | + | Health analyzer / Flamethrower / Stunprod (2 Biological Technology, 2 Electromagnetic Spectrum, 2 Plasma, 3 Combat) |
25 | - | Analyser / Flamethrower / Stunprod (2 Engineering, 2 Electromagnetic Spectrum, 2 Plasma, 3 Combat) |
25 | + | Capacitor / High-capacity power cell / Micro-manipulator (3 Power Manipulation, 2 Data Theory) |
26 | - | Capacitor / High-capacity power cell x2 / Micro-manipulator (4 Power Manipulation, 2 Data Theory) |
26 | + | Advanced capacitor / Tracking beacon / Nano-manipulator / Wrench (4 Power, 2 Bluespace, 3 Data, 2 Engineering, 2 Materials) |
27 | - | Tracking beacon / pAI card (2 Bluespace, 3 Data) |
27 | + | Plasma sheet (3 Mats, 3 Plasma) |
28 | - | Mining drill x2 (3 Materials, 3 Engi) |
28 | + | Welding gas mask (3 Engi) |
29 | - | Exosuit Fabricator board (4 Engi, 4 Data) |
29 | + | Sleeper board (4 Mats, 4 Engi, 3 Biotech, 4 Data) |
30 | - | Advanced matter bin (4 Mats) |
30 | + | Build a portable chem dispenser. |
31 | - | intelliCard (5 Mats, 5 Data) |
31 | + | Portable chem dispenser board (5 Mats, 5 Engi, 4 Plasma, 4 Biotech, 5 Data) |
32 | - | Upgrade and sync. |
32 | + | Advanced scanning module (4 EM) |
33 | Teleporter console board (3 Bluespace) | |
34 | - | Research is now actually quite good. Well done. Let's keep going, though. From now onwards, if you have miners, this will be easier. If not, don't worry, you don't need them yet. |
34 | + | Durand weapons board x2 (4, 5 Combat) |
35 | Sync with Robotics; mech syringe gun (5 Biotech, 5 EM) | |
36 | - | === PART 2 === |
36 | + | Super-cap cell x2 (5, 6 Power) |
37 | Super matter bin (6 Mats) | |
38 | - | Have Robotics sync their server just like you did to yours. Then go over and upgrade their exosuit fabricators with your RPED. You'll need to do it again later when you get ultra-lasers, but it's worth doing early as well. Make sure their console is synced to the server, then go to each fabricator and sync it to the console. In 'Exosuit Equipment', make three mech syringe guns and one mech 'Pacifier' taser. Take them back to R&D - and while you're in Robotics, take a health analyzer. |
38 | + | === |
39 | - | Deconstruct the health analyzer, then the three mech syringe guns, and then the mech taser. |
39 | + | {Miners} |
40 | - | In the circuit imprinter menu, make a Durand (or Gygax) Weapon Control and Targeting module and deconstruct it. |
40 | + | Diamond sheet (7 Mats) |
41 | - | Your flamethrower got you to Plasma 2, but for 3, you'll need real plasma. Take and deconstruct a sheet from xenobiology. |
41 | + | Bluespace crystal x2 (4, 5 Bluespace) |
42 | - | Print off an advanced capacitor, an advanced scanning module, a super-capacity power cell and a high-power microlaser and put them in your RPED. Upgrade the DA again; you'll keep the capacitor and power cell, but that's for later. |
42 | + | Upgrade DA, then Ultra-laser (6 EM) |
43 | - | Deconstruct a PACMAN board, in Engineering designs. |
43 | + | Hyper-cap cell (7 Power) |
44 | - | With the last of your acid, build a Portable Chem Dispenser board, and make one nearby with a machine frame (5 metal), some cable coils, the board, your RPED and a console screen. Good? Good. |
44 | + | Teleporter Hub (from the teleporter) (6 Bluespace, 6 Engi) |
45 | - | Build and deconstruct another super-capacity power cell. |
45 | + | === |
46 | {No miners} | |
47 | - | === PART 2 ENDS === |
47 | + | One of: Paladin/Purge/OneHuman (7 Mats) |
48 | - | Summary (with your new levels): |
48 | + | Wormhole generator (4 Bluespace) |
49 | - | Upgrade and sync Robotics. |
49 | + | Teleporter Hub board x2 (5, 6 Bluespace, 6 Engi) |
50 | - | Health analyzer / mech syringe gun x3 / mech taser (Biological 5, EM 5, Combat 4) |
50 | + | === |
51 | - | Durand weapons board / Plasma sheet (Combat 5, Plasma 3) |
51 | + | Combat shotgun (6 Combat) |
52 | - | PACMAN board (Plasma 4) |
52 | + | Syndicate item (2 Illegal) |
53 | - | Build a chem dispenser. |
53 | + | Another Syndicate item, or TYRANT board (3 Illegal) |
54 | - | Super-cap cell (Data 6). |
54 | + | |
55 | Got all that? Good luck. Now just don't put together two bags of holding, and you'll be a great scientist in no time. | |
56 | - | Alright, everything after here will only really work if you have miners. If you don't, get access and make a Ripley. |
56 | + | |
57 | - | If you have miners, go to 3a - if not, 3b. |
57 | + | -Cadence Meme, Research Director (SS13, Sector code 'TG'). |
58 | ||
59 | - | === PART 3a === |
59 | + | (Special thanks to the following guides: http://pastebin.com/EnE75ekC, http://pastebin.com/bsYCGTqQ, http://pastebin.com/uSN8sLTq, as well as the helpful Research team of singulo.io. Accurate as of 05/04/2015, use and improve at will. Forward any questions to my NTRC address: [email protected]) |